| Cost |
Name |
| 3 |
Acrobatics 15- |
| 3 |
Breakfall 15- |
| 2 |
CK: Orlando, FL 11- |
| 2 |
CK: San Francisco, CA 11- |
| 2 |
CK: Seattle, WA 11- |
| 3 |
Climbing 15- |
| 3 |
Combat Driving 15- |
| 3 |
Combat Piloting 15- |
| 4 |
Computer Programming (Computer Networks, Personal Computers) 13- |
| 3 |
Concealment 13- |
| 3 |
Demolitions 13- |
| 3 |
Disguise 13- |
| 10 |
Gambling (Card Games) 17- |
| 3 |
Jack of All Trades |
| 3 |
1) PS: Auto Mechanic 13- |
| 3 |
2) PS: Bartender 13- |
| 7 |
3) PS: Company CEO 17- |
| 3 |
4) PS: Helicoptor Mechanic 13- |
| 3 |
5) PS: Musician 13- |
| 3 |
Mechanics 13- |
| 2 |
Navigation (Land) 13- |
| 3 |
Scholar |
| 1 |
1) KS: Fluid Systems 11- |
| 1 |
2) KS: Helicopters 11- |
| 1 |
3) KS: Local Nightclubs 11- |
| 1 |
4) KS: Major National Airports 11- |
| 2 |
5) KS: Minutemen Construction 13- |
| 2 |
6) KS: Paranormals 13- |
| 2 |
7) KS: String Instruments 13- |
| 1 |
8) KS: Vehicle Electrical Systems 11- |
| 3 |
Scientist |
| 1 |
1) SS: Computer Science 11- |
| 1 |
2) SS: Electrical Engineer 11- |
| 1 |
3) SS: Mathematics 11- |
| 1 |
4) SS: Mechanical Engineering 11- |
| 2 |
5) SS: Robot Power System 13- |
| 1 |
6) SS: Robot Weaopon Systems 11- |
| 2 |
7) SS: Robotics 13- |
| 3 |
Seduction 13- |
| 3 |
Shadowing 13- |
| 5 |
Stealth 16- |
| 3 |
Streetwise 13- |
| 4 |
Survival (Temperate/Subtropical, Pick Something) 13- |
| 3 |
Systems Operation 13- |
| 13 |
Transport Familiarity: Common Motorized Ground Vehicles, Science Fiction & Space Vehicles, Combat Aircraft, Helicopters, Jetskis, Large Planes, One-Wheeled Muscle-Powered Ground Vehicles, Small Planes, Snowmobiles, Tracked Military Vehicles, Two-Wheeled Motorized Ground Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles, Wheeled Military Vehicles |
| 11 |
WF: Early Firearms, Emplaced Weapons, Small Arms, Flamethrowers, General Purpose/Heavy Machine Guns, Grenade Launchers, Shoulder-Fired Weapons, Vehicle Weapons |
| 10 |
+1 with Overall Level |
| 12 |
+4 with Flight Turn Mode, Move Thru, Move-by |
| 164 |
Total Skills Cost |
| Cost |
Name |
| 3 |
Fringe Benefit: Computer Link: Lawrence Livermore |
| 10 |
Money: Wealthy |
| 13 |
Total Perks Cost |
| Cost |
Name |
| 15 |
Danger Sense (self only, in combat) 13- |
| 3 |
Lightning Calculator |
| 3 |
Lightning Reflexes: +2 DEX to act first with All Actions |
| 21 |
Total Talents Cost |
|
|
| Cost |
Power |
END |
| 13 |
Space Suit: Life Support (Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing); OIF (-1/2) |
0 |
| 56 |
Electrical Powers: Multipower, 113-point reserve, all slots Burnout in Water (-3/4), Does Not Work In Water (-1/4) |
|
| 6u |
1) Shock Bolt: Energy Blast 10d6, Reduced Endurance (1/2 END; +1/4), No Normal Defense vs Force Field or being insulated (+1) |
5 |
| 4u |
2) Short Circuit!: Killing Attack (RKA) 5d6, Penetrating (+1/2); Only Works On Machines (-1) |
11 |
| 5u |
3) Electrical Cage: Entangle 6d6, 6 DEF, Entangle Takes No Damage From Some Attacks (+1/4), Reduced Endurance (1/2 END; +1/4), Cannot Be Escaped With Teleportation (+1/4) |
4 |
| 5u |
4) Arc Bolt: Sight, Radio and Smell/Taste Groups Flash 15d6, Reduced Endurance (1/2 END; +1/4) |
4 |
| 6u |
5) Streak of Lightning: Killing Attack (RKA) 5d6, Armor Piercing (+1/2) |
11 |
| 6u |
6) Lightning Bolt: Energy Blast 18d6, Reduced Endurance (1/2 END; +1/4) |
4 |
| 23 |
Electrical Power: Elemental Control, 80-point powers, all slots Burnout in Water (-3/4) |
|
| 23 |
1) Electrical Storage: Absorption 6d6 (energy, END), Can Absorb Maximum Of 48 Points' Worth Of Energy Damage, One Power At A Time (+1/4), Delayed Return Rate (5 Points per Hour; +1) |
0 |
| 41 |
2) Electrical Aura: Killing Attack (RKA) 2d6, Damage Shield (+1/2), Armor Piercing (+1/2), +3 Increased STUN Multiplier (+3/4), Continuous (+1) |
11 |
| 36 |
3) Recharge!: Transfer 1d6 (END to END), Can Transfer Maximum Of 28 Points, Uncontrolled (+1/2), Reduced Endurance (0 END; +1/2), Continuous (+1), Area Of Effect (8" Radius; +1) |
0 |
| 23 |
4) Intense EM Field: Change Environment 128" radius, Long-Lasting 20 Minutes, Reduced Endurance (0 END; +1/2) |
0 |
| 20 |
5) Immunity to Electricity: Desolidification , Reduced Endurance (0 END; +1/2), Persistent (+1/2), Invisible Power Effects (Fully Invisible; +1); Only To Protect Against Electrical Attacks (-1), Cannot Pass Through Solid Objects (-1/2), Always On (-1/2), Takes Normal Knockback (-1/4) |
0 |
| 30 |
6) Electrical Field: Force Field (18 PD/36 ED/10 Flash Defense: Sight Group) (Protect Carried Items), Reduced Endurance (1/2 END; +1/4) |
3 |
| 23 |
7) Riding the Lightning: Flight 33", Noncombat Movement (x16) |
8 |
| 18 |
8) Electron-magnetics: Telekinesis (43 STR), Reduced Endurance (1/2 END; +1/4); Only vs. Ferrous Material (-1/2) |
3 |
| 16 |
9) Riding the Conductors: Teleportation 20", Safe Blind Teleport (+1/4), MegaScale (1" = 1 km; +1/4), Can Be Scaled Down 1" = 1km (+1/4); Must Pass Through A Conductor (-1/2), Must Pass Through Intervening Space (-1/4) |
7 |
| 30 |
Radar Sense: Radar (Radio Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees) |
0 |
| 15 |
Cardiac Shock: Healing 1d6, Resurrection; Resurrectiion Only (-1/2), Others Only (-1/2) |
3 |
| 5 |
Sight Group Images 1" radius; Only To Create Light (-1) |
1 |
| 404 |
Total Powers Cost |
|